Custom Homebases

Started by Photonicide, September 19, 2017, 10:44:16 PM

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Photonicide

Hello friends!

I have been working on some custom home bases for awhile in order to allow for some more variety in teams while maintaining a balanced game. Let me know what you all think! I would love to hear your suggestions on what to change!


  • Gathering of Titans

    • Any characters
    • Opponents are +1 to all actions made by a power card.

  • Amulet of Compulsion

    • Any team with one character on the front line with a level 8 on the power grid.
    • At the beginning of the game, choose a power type that a front line teammate has a level 8 in the power grid. All your teams actions with a card that has that symbol on it are -3.

  • Council of Rulers

    • Any characters
    • During the first two draw phases, draw one less card than your opponent. If you concede a battle, move one extra mission card into the defeated mission pile.

  • Union of the Meek

    • Any tournament legal deck with no front line characters that have level 7 or 8 on the power grid
    • +2 to defend attacks of 4 or greater.

  • Power Citadel

    • Any tournament legal deck with no front line characters that have level 7 or 8 on the power grid.
    • At the beginning of the game, choose a power type. All of your characters have +1 to that power type on their power grid.

  • Doomsday Preppers

    • Any tournament legal deck with no front line characters that have level 7 or 8 on the power grid.
    • Before the first three draw phases, you may sort through your draw pile and place one non-anyhero card on top. Reshuffle the remaining cards. You may not venture more than 2 cards.

  • Friends of Gotham

    • Any tournament legal deck with two characters that have a hero/villain code.
    • Once per battle, one attack made by a power card is at +1 or one defense at +2. This effect is removed once your power pack is shuffled into the draw pile.

  • Friends of Metropolis

    • Any tournament legal deck with three characters that have a hero/villain code.
    • Once per battle, you may make one attack at +1 or one defense at +3. This effect is removed once your power pack is shuffled into the draw pile.

  • Listeners of the Universe

    • Any tournament legal deck with two characters that do not have a level 7 or 8 in their power grid, which will be referenced as sidekicks.
    • Requirements for sidekicks to play universe and tactic cards are -1. Does not apply to "or less" requirements. 

  • Sacrificial Artifact 

    • Any tournament legal deck with two characters that do not have a level 7 or 8 in their power grid, which will be referenced as sidekicks.
    • When a teammate is KO'd they may be saved by moving all of their hits to current battle and permanent record to a front-line sidekick who is then KO'd. The teammate who is saved is -2 to all attacks for remainder of game.

  • Temple of Transference

    • Any tournament legal deck with two characters that do not have a level 7 or 8 in their power grid, which will be referenced as sidekicks.
    • Once per battle, a non-power card attack made on a teammate may be moved to a sidekick who may defend. If the attack is not defended, your opponent may make one additional attack against a sidekick. 

  • Team Beyonder

    • Beyonder and any characters
    • You may not use teamwork cards.

  • Team Galactus

    • Galactus and any characters
    • You may only use 3 anyheroes or 3 activator cards with a battle site.

  • The End

    • Any characters
    • Your deck must contain "Hold Me Back" and "Your Move" events along with no other events.

      • "Hold Me Back" The End's team may only make two attacks this battle. If The End's team concedes, they must discard all placed universe cards. If drawn with "Your Move" draw another card and shuffle this event or "Your Move" back into your deck.
      • "Your Move" Do not discard duplicates this battle. The End's teams opponent draws an extra card. If The End's team concedes, they must discard all placed specials.

  • Wait For It

    • Any tournament legal deck with no front line characters that have level 7 or 8 on the power grid.
    • Your deck must contain "It's Time" and "Our Move" events along with no other events.


      • "It's Time" Wait For It's team gains +2 to all actions this battle and may not venture more than 3. If drawn with "Our Move", draw another card and shuffle this event or "Our Move" back into your deck.
      • "Our Move" Do not discard duplicates this battle. Wait For It's team draws an extra card and may not venture more than 3.



justa

some fairly good ideas there.  it might be better if you could tie the themes to an actual location.  after, homebases & battlesites are location cards.  (granted, Team Overpower isn't, but that was a promotional gimmick.)

Photonicide

I totally agree about the location names! I have been focused on the balance and usefulness of the locations that I just wrote what first came to mind. Let me do some research to get better location names. Thanks Justa!